Commit graph

10 commits

Author SHA1 Message Date
Robert Swain
045f324e97 Use the infinite reverse right-handed perspective projection (#2543)
# Objective

Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.

## Solution

All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.

## Known issues

For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.

I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
Carter Anderson
9898469e9e Sub app label changes (#2717)
Makes some tweaks to the SubApp labeling introduced in #2695:

* Ergonomics improvements
* Removes unnecessary allocation when retrieving subapp label
* Removes the newly added "app macros" crate in favor of bevy_derive
* renamed RenderSubApp to RenderApp

@zicklag (for reference)
2021-08-24 06:37:28 +00:00
Zicklag
e290a7e29c Implement Sub-App Labels (#2695)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!

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# Objective

- Allow adding and accessing sub-apps by using a label instead of an index

## Solution

- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
2021-08-24 00:31:21 +00:00
Carter Anderson
2e99d84cdc remove .system from pipelined code (#2538)
Now that we have main features, lets use them!
2021-07-26 23:44:23 +00:00
Carter Anderson
bc769d9641 omni light -> point light 2021-07-24 16:43:37 -07:00
bilsen
e1e4055a51 Allows resizing of windows (#8) 2021-07-24 16:43:37 -07:00
TheRawMeatball
7792b29aa4 Force main thread for prepare_windows system (#11)
Force main thread for prepare_windows system
2021-07-24 16:43:37 -07:00
Carter Anderson
25de2d1819 Port Mesh to RenderAsset, add Slab and FrameSlabMap garbage collection for Bind Groups 2021-07-24 16:43:37 -07:00
Carter Anderson
13ca00178a bevy_render now uses wgpu directly 2021-07-24 16:43:37 -07:00
Carter Anderson
3400fb4e61 SubGraphs, Views, Shadows, and more 2021-07-24 16:43:37 -07:00